PvP Why PvP is not popular in Elite Dangerous?

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They are correct. Proven mathematically.

3 size 6 slots on a python, youd use for defenses against premium ammo in open.

Or go to solo and private use a naked build and get 96 extra slots, No need for engineering. No need to defend yourself against the people you are at war with. And (dont do this) But people just combat log in solo and private on NPC's if they get caught.

They do it on stream all the time. And a player cant report that combat log there. They still get to turn in all those missions safely.

There ya go Proof.

Again these are people with 1600+ hrs in the game with multiple accounts in various places like colonia and the bubble.

Want some more proof, here ya go, https://www.youtube.com/watch?v=cnYXTh4TCVo

They are well aware of how they are taking advantage of the situation. People know they can be stopped. SO the use the modes to get around it. PLAIN AND SIMPLE.

The manufactured Bogey Man as proof. Completely laughable. You could have made that video to use as a decoration to your delusions. As to the Maths you claim as proof. It's ridiculous to think that one example of outfitting choices somehow convicts Solo/PG of some advantage over open. Try using Solo then. Use the tools available to you. Drop those defense mods, jump in solo and counter their actions. Problem solved. Solo is there for you too.
 

The Replicated Man

T
Don't take this as praise for the 12.5th et al... they are not my friends.

But even a gimbal-running, packhound spamming, fa-on lord like Unrealjay is vastly superior in combat to anyone I've ever flown against from AOD.

Says the man who high waked last week after an attempted gank gone bad!
 
The manufactured Bogey Man as proof. Completely laughable. You could have made that video to use as a decoration to your delusions. As to the Maths you claim as proof. It's ridiculous to think that one example of outfitting choices somehow convicts Solo/PG of some advantage over open. Try using Solo then. Use the tools available to you. Drop those defense mods, jump in solo and counter their actions. Problem solved. Solo is there for you too.

Hey guess what, you think what ya want dude.

That guy is the reason ATR exists and other have been made. ATR is not there to stop griefers. Its to stop people like him. That was all organic when my player group was attacked. You think I made that up or something? Thats crazy.

But hey, you go on thinking what you want. And Ill continue getting changes made to this game.

So you believe what you want. But I know what I know buddy.
 
Hey guess what, you think what ya want dude.

That guy is the reason ATR exists and other have been made. ATR is not there to stop griefers. Its to stop people like him. That was all organic when my player group was attacked. You think I made that up or something? Thats crazy.

But hey, you go on thinking what you want. And Ill continue getting changes made to this game.

So you believe what you want. But I know what I know buddy.

That bubble must be real cozy. Enjoy.
 

The Replicated Man

T
For a group that claims to be anti-ganking, you sure do try to gank a lot.

Your group failed to interdict me 23 consecutive times at one point. Even I get bored.

I am fairly new to AOD but i know for sure that the last time i ran into you you high waked. So put that in your pipe and smoke it hawke!
 
Other than the more than 5k part, the rest doesn't apply to me or others I know who PvP.
Might be because we all Power Play. But we have fleets, heavily engineered cus that's what PvPers do.
You need the explorer to unlock your dd5's and ferry yourself between engineers, war zones/hotpots.
A BGS ship for Combat, one for trade/pax. Gotta win those small faction wars to keep your economy strong.
Trade ships to make back all that money we spend on Reactive Amour and the occasional rebuys.

Between the PvE Ships, and their dedicated PvP equivalents, PvPers have the most varied fleets.
Because PvPers play in Open more than anyone, and we know how to design our ships to survive in that environment.

I never said PvPers didn't have cool ships, they are almost a necesity for them.

5000ly out? You know most of us have PVP'ed in Colonia as well right?

Citation needed.
 
I'm aware Rinzler is elite in exploration but I have to raise the question, how many PvPers have that status?


Depends on the profitability when compared to other PVE activities. PVP people have to pay to play....so they have to put in massive time to play what they want....
 

Deleted member 115407

D
I'm having a hard time following this conversation.

Is everyone just jack jawin' and shooting the about PvP?
 
My experience is very subjective. It's the only first hand experience I have. ;)

All I'm saying is that if you want to peacefully coexist with predators, you have acknowledge them. If you pretend that they are not there, they will kill you.

Coexistence always involves adapting. If predators evolve to kill more effectively but the prey on principal refuses to evolve for survival, the coexistence will not be peaceful.

Those PvEer that chose to adapt can coexist with PvP players in open. That's all I'm saying.
Except with the current state of PvP builds the only way to plan for survival is to use a PvP build yourself - which precludes "playing the game your way" for PvEers not interested in the OP combat biased PvP builds.

So no - Robert was dead on the money, there is no "peaceful coexisitence" possible in ED between PvPers and PvEers.
 
Depends on the profitability when compared to other PVE activities. PVP people have to pay to play....so they have to put in massive time to play what they want....

Exploration is profitable but not to become an exploit, besides, it is monotonous enough to disgust most PvPers which I suspect, like some adrenaline and focus.

Sadly as you know FDEV does not release figures relating to active player numbers or their location.

Ah man.. I guess its just gonna have to be true.. Like when you guys use the same line about the overall plummeting numbers of active players.

Even if it was true, going to Colonia isn't much in terms of exploration, otherwise we might have some sort of prestigious list of people who have been there.
 

Powderpanic

Banned
Exploration is profitable but not to become an exploit, besides, it is monotonous enough to disgust most PvPers which I suspect, like some adrenaline and focus.



Even if it was true, going to Colonia isn't much in terms of exploration, otherwise we might have some sort of prestigious list of people who have been there.

Exploration pretty dynamic game play there.... Jump, honk, stare at something, repeat, turn on netflix, honk, jump, decide on new series after completing previous, jump, consider life choices, honk.

If anything its the explorers who get shafted more than PVP.
 
Depends on the profitability when compared to other PVE activities. PVP people have to pay to play....so they have to put in massive time to play what they want....

This is true, even though the Engineers are being balanced. Its going to be very expensive and people get almost paid the same as new players even though they are elite. The "raise" you get is minimal in comparison.

The people that farmed billions and have experience in PVP will still have the advantage.

Making credits should still be part of the game but it should be a bit easier and you should earn them passively the closer you get to elite.

It doesnt need to like Rhea or anything. Something like the old Ceos and Sothis for Elite players in scaling would be just fine. That was actually fun and engaging. I wasnt around for Robigo but I hear that was fun too.

There are so many awesome missions in the game that gets ignored because everyone goes to where the "Money Meta" is.

When it should be profitable across all styles of missions the closer you are to Elite.

Credits are really important when you learn PVP. Fighting to the death only helps you get better. It teaches you the limits of of yourself, shipbuilds and your team if you are in a wing.

The only reason I bring this up is, the flood gates are already open. They same thing they did with Engineers they need to do with the money making system by giving everyone that same chance.

We should still have to work for it. But we shouldnt be going to one centralized location to do it. And it should be available for all types of missions.

Plus if FDEV has learned anything about the Money META's is they can herd people into doing certain activities.

For Example, they want people to play CQC? Make the payouts worth it. Have CQC weekends or something yanno?
 
This is true, even though the Engineers are being balanced. Its going to be very expensive and people get almost paid the same as new players even though they are elite. The "raise" you get is minimal in comparison.

The people that farmed billions and have experience in PVP will still have the advantage.

Making credits should still be part of the game but it should be a bit easier and you should earn them passively the closer you get to elite.

It doesnt need to like Rhea or anything. Something like the old Ceos and Sothis for Elite players in scaling would be just fine. That was actually fun and engaging. I wasnt around for Robigo but I hear that was fun too.

There are so many awesome missions in the game that gets ignored because everyone goes to where the "Money Meta" is.

When it should be profitable across all styles of missions the closer you are to Elite.

Credits are really important when you learn PVP. Fighting to the death only helps you get better. It teaches you the limits of of yourself, shipbuilds and your team if you are in a wing.

The only reason I bring this up is, the flood gates are already open. They same thing they did with Engineers they need to do with the money making system by giving everyone that same chance.

We should still have to work for it. But we shouldnt be going to one centralized location to do it. And it should be available for all types of missions.

Plus if FDEV has learned anything about the Money META's is they can herd people into doing certain activities.

For Example, they want people to play CQC? Make the payouts worth it. Have CQC weekends or something yanno?

Preaching to the choir....the money meta won the War in Lugh...still makes me laugh!
 
I completely agree, and unfortunately, NONE OF THIS will be addressed with the changes to Engineers in 3.0, which is incredibly sad.
They reduced the RNG, which is good for hardcore PvPers, preventing them form having to do hundreds of rolls, but the grind and power creep wasn't reduced, in contrary, it was made worse.

I sincerely doubt these changes will get more people into PvP and thus into Open. Despite FDEV saying that was one of their main goals.

A complete failure if you ask me. They should make getting into PvP easier, not harder, for non-PvP folks.

I'm extremely disappointed in Sandro and the current head development team.

Wow, this thread grew quickly!!!

I'd agree with your point here. when we first heard about engineers, I don't think anyone really was asking for hundreds of percentage point boosts to shields and weapons damage - on top of that, special affects were thrown in...

Pre the release of 1.0 (and perhaps even the start of 1.0) we did have "special" weapons already - thing is, they were already balanced. Overcharged multis, low heat beams etc etc - they were well balanced against the run of the mill gear, and a good pilot, who was aware of their strengths and weaknesses would know how to configure a ship with the right load out to take advantage.

and I think this is what engineers *should* have been - applying only special affects to weapons. It would have been fairly easy to balance high yield shells, or reverb cascade, or heat generating or whatever, especially if you didn't have the damage increase on top - as then, the damage potential itself would have been possible liability to a special affect.

Should booster should *never* have been stackable, and should also have been far more taxing on your ship - a 10% boost should have been a 15% cost in terms of heat, mass and energy use.

In my mind, I can imagine an engineering system where each module has a stat, for multis, for example, you'd have rate of fire, calibre, energy use, mass etc. Each has a slider - a stock multi cannon has all the sliders set to the middle, form their you can adjust any slider up or down, but this will have an affect on all other sliders, so you could fine tune each module, much like how you would adjust suspension in a racing sim.

Anyway, this whole engineers ship has sailed, someone in the dev team was inspired by something that may have worked great in some Dungeons and Dragons style MMO, but did not translate well to ED. Without a reset (this will never happen), I can't see the situation ever getting better.

On top of that, I think there are a whole bunch of base stats for ships that were off to begin with. The small ships that can be equipped with race engines... That's what they *should* have been like with A rated modules to begin with. The anaconda should handle in normal space they way it handles in Supercruise - stuff like that.

Anyway, this thread is long enough to prove that PvP in this game, whilst potentially super fun, has too much of a power gap and real time cost to really be widely taken up.

As mentioned before, the faction supplied SLF only war zones *could* be a solution, in a sense, for those willing to give up their magic ships (and I am fairly certain the top PvP guys would likely partake, and it would be a joy to watch them fly), but as is...

Note - this is also coming from an exclusive open player, where my ships are pretty much engineered to simply survive a PvP encounter.

Z...
 
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